Mercurial > games > semicongine
changeset 883:98b66663e07c
add: text-wrapping, fix: incorrect descriptor poolsizes
author | Sam <sam@basx.dev> |
---|---|
date | Wed, 31 Jan 2024 00:29:40 +0700 |
parents | 5392cbd9db41 |
children | b93fe81ccf14 |
files | semicongine/renderer.nim semicongine/text.nim tests/test_font.nim |
diffstat | 3 files changed, 37 insertions(+), 14 deletions(-) [+] |
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--- a/semicongine/renderer.nim Mon Jan 29 00:21:16 2024 +0700 +++ b/semicongine/renderer.nim Wed Jan 31 00:29:40 2024 +0700 @@ -293,14 +293,13 @@ preferVRAM = true, ) - # setup descriptors + # TODO: rework the whole descriptor/pool/layout stuff, a bit unclear var poolsizes = @[(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, renderer.swapchain.inFlightFrames)] - if scenedata.textures[shaderPipeline.vk].len > 0: - var textureCount = 0 - for textures in scenedata.textures[shaderPipeline.vk].values: - textureCount += textures.len - poolsizes.add (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, renderer.swapchain.inFlightFrames * textureCount * 2) - + var nTextures = 0 + for descriptor in shaderPipeline.descriptorSetLayout.descriptors: + if descriptor.thetype == ImageSampler: + nTextures += descriptor.count + poolsizes.add (VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, nTextures * renderer.swapchain.inFlightFrames) scenedata.descriptorPools[shaderPipeline.vk] = renderer.device.createDescriptorSetPool(poolsizes) scenedata.descriptorSets[shaderPipeline.vk] = shaderPipeline.setupDescriptors(
--- a/semicongine/text.nim Mon Jan 29 00:21:16 2024 +0700 +++ b/semicongine/text.nim Wed Jan 31 00:29:40 2024 +0700 @@ -26,14 +26,15 @@ maxLen*: int font*: Font color*: Vec4f + maxWidth: float32 = 0 + # properties: text: seq[Rune] - # attributes: position: Vec2f horizontalAlignment: HorizontalAlignment = Center verticalAlignment: VerticalAlignment = Center scale: float32 aspect_ratio: float32 - # management: + # management/internal: dirty: bool # is true if any of the attributes changed lastRenderedText: seq[Rune] # stores the last rendered text, to prevent unnecessary updates mesh: Mesh @@ -153,6 +154,29 @@ text.text proc `text=`*(text: var Text, newText: seq[Rune]) = text.text = newText[0 ..< min(newText.len, text.maxLen)] + + if text.maxWidth > 0: + # todo: do word wrap instead of character wrap + var insertNewlinesAt: seq[int] + var currentWidth = 0'f32 + + for i in 0 ..< text.text.len: + if text.text[i] == NEWLINE: + currentWidth = 0'f32 + else: + currentWidth += text.font.glyphs[text.text[i]].advance + + if currentWidth > text.maxWidth / text.scale and i > 0: + currentWidth = text.font.glyphs[text.text[i]].advance + insertNewlinesAt.add(i - 1) + + if i < text.text.len - 1: + currentWidth += text.font.kerning[(text.text[i], text.text[i + 1])] + var n = 0 + for newLinePos in insertNewlinesAt: + text.text.insert(NEWLINE, newLinePos + n) + + proc `text=`*(text: var Text, newText: string) = `text=`(text, newText.toRunes) @@ -192,7 +216,7 @@ text.aspect_ratio = value text.dirty = true -proc initText*(font: Font, text = "".toRunes, maxLen: int = text.len, color = newVec4f(0.07, 0.07, 0.07, 1), scale = 1'f32, position = newVec2f(), verticalAlignment = VerticalAlignment.Center, horizontalAlignment = HorizontalAlignment.Center): Text = +proc initText*(font: Font, text = "".toRunes, maxLen: int = text.len, color = newVec4f(0.07, 0.07, 0.07, 1), scale = 1'f32, position = newVec2f(), verticalAlignment = VerticalAlignment.Center, horizontalAlignment = HorizontalAlignment.Center, maxWidth = 0'f32): Text = var positions = newSeq[Vec3f](int(maxLen * 4)) indices: seq[array[3, uint16]] @@ -204,7 +228,7 @@ [uint16(offset + 2), uint16(offset + 3), uint16(offset + 0)], ] - result = Text(maxLen: maxLen, text: text, font: font, dirty: true, scale: scale, position: position, aspect_ratio: 1, horizontalAlignment: horizontalAlignment, verticalAlignment: verticalAlignment) + result = Text(maxLen: maxLen, text: text, font: font, dirty: true, scale: scale, position: position, aspect_ratio: 1, horizontalAlignment: horizontalAlignment, verticalAlignment: verticalAlignment, maxWidth: maxWidth) result.mesh = newMesh(positions = positions, indices = indices, uvs = uvs, name = &"text-{instanceCounter}") inc instanceCounter result.mesh[].renameAttribute("position", POSITION_ATTRIB) @@ -217,5 +241,5 @@ result.refresh() -proc initText*(font: Font, text = "", maxLen: int = text.len, color = newVec4f(0.07, 0.07, 0.07, 1), scale = 1'f32, position = newVec2f(), verticalAlignment = VerticalAlignment.Center, horizontalAlignment = HorizontalAlignment.Center): Text = - initText(font = font, text = text.toRunes, maxLen = maxLen, color = color, scale = scale, position = position, horizontalAlignment = horizontalAlignment, verticalAlignment = verticalAlignment) +proc initText*(font: Font, text = "", maxLen: int = text.len, color = newVec4f(0.07, 0.07, 0.07, 1), scale = 1'f32, position = newVec2f(), verticalAlignment = VerticalAlignment.Center, horizontalAlignment = HorizontalAlignment.Center, maxWidth = 0'f32): Text = + initText(font = font, text = text.toRunes, maxLen = maxLen, color = color, scale = scale, position = position, horizontalAlignment = horizontalAlignment, verticalAlignment = verticalAlignment, maxWidth = maxWidth)
--- a/tests/test_font.nim Mon Jan 29 00:21:16 2024 +0700 +++ b/tests/test_font.nim Wed Jan 31 00:29:40 2024 +0700 @@ -12,7 +12,7 @@ var scene = Scene(name: "main") # var font = loadFont("DejaVuSans.ttf", lineHeightPixels=90'f32, charset="abcdefghijklmnopqrstuvwxyz ".toRunes) var font = loadFont("DejaVuSans.ttf", lineHeightPixels = 210'f32) - var main_text = font.initText("", 32, color = newVec4f(1, 0.15, 0.15, 1), scale = 0.001) + var main_text = font.initText("", maxLen = 255, color = newVec4f(1, 0.15, 0.15, 1), scale = 0.0005, maxWidth = 1.0) var help_text = font.initText("""Controls Horizontal alignment: